Listen, I love our hyperactive time traveler, she’s the hardest character in the game, and I understand that mastering her deserves results.
But there’s a little problem with Tracer’s perks in that they dumb down her skill ceiling, so I would like to propose some changes to some perks to fix this problem:
For the LvL 2 perks:
When Tracer takes a health pack, she recovers a Blink… This is OK, it is if anything a quality of life change as a flanker.
The perk that increases the radius of pulse bomb is gonne, now killing an enemy grants Tracer the effects of the old DPS passive, and she reloads faster during 2 to 3 seconds.
Why?
Honestly, Pulse Bomb is supposed to be balanced around the fact that being as hard as it it to use, is the quickest ultimate you can get in the game… I don’t consider a good change to just make it easier to use… And giving Tracer faster reload times gives her a more distinct effect while being a nice reference to the old passives.
For the LvL 3 Perks:
Tracer recovers all her blinks when she recalls… But now there’s a catch… For every blink she recovers, the cooldown of Recall increases in one extra second, to a Max of 3 seconds.
When Tracer recalls… She gains temporary health when reappearing… But now how much health she gets depends on the DISTANCE she traveled from the point she recalled to the point of origin. The less distance, the less over health she gets (if you don’t move at all when recalling, no over health for you).
Why?
I think Tracer having strong perks like this isn’t inherently bad, the thing that makes Perks so fun to me is that they’re based on the old Overwatch days of “better crazy even if a little broken”.
But there’s some perks that are so damn good… In this second case, instead of just nerfing them… I tried to give them a twist by making them more hard to get value from them, as Tracer is supposed to be like.
Give me your opinion, I would love to hear another ideas!
So just…give her two passives? No thanks, firstly. Second, Tracer should have a perk based around Pulse because it has the potential to be an actual part of her gameplay loop instead of something you just chuck as soon as you get it.
Moreover, the passive you’re talking about replacing does absolutely nothing. I made a thread about it
I’d rather remove this entirely and replace it with something else. For instance, being able to hold Recall to use it instead and having a shorter Recall with a shorter cooldown.
That perk isn’t even that good, it’s just a crutch for bad Tracers. No one good is Recalling without enough Blinks to get away, and that’s apparently a hard pill to swallow for some people.
That makes the perk pointless. Like, COMPLETELY pointless. The only reason overhealth is good is because you can Recall back into a fight and be basically guaranteed to have more HP than your opponent.
I’d just replace this with another Pulse perk. Just make Pulse true damage when stuck, so it can’t be cleaned, immortalitied, etc…but it only detonates when stuck. Basically, if you’re good enough to stick the Pulse, you’re always rewarded with a kill. But if you just get it close, it’ll never kill anyone.
Her pulse bomb perk does work, it just doesn’t make the dmg falloff on it any better. It really is bigger, it will hit people from further away. But it doesn’t extend the killing range of it at all. So it just has a bigger ring of like 50-75 dmg. Making it a pretty bad choice.
It does work, it’s just crappy. When reading the perk I assumed the falloff distance would also affect it. So say instead of killing 1m away, it would now be 1.5m. Maybe it will get changes when they make a pass on the perks. She has a really good major one, so can’t complain too much about her minor ones not being very great. But I’m curious to see when and what they will change with all these perks